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Joined 11 months ago
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Cake day: August 23rd, 2023

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  • I emailed the dev who makes Solaar less than a month ago after my most recent attempt. They said clicking and holding would be on Logitech’s end, in their firmware. As the firmware stands currently, it’s not possible to rebind those particular buttons and click and hold them unless you rebind them to other buttons already on the mouse. Works in Logitech Options + on Windows, does not work through Solaar on any Linux distro.

    I attempted to contact the Logitech devs, but there doesn’t seem to be any open avenue for doing so. I tried talking to Logitech support, but they weren’t able to put me in contact or even forward a message.

    So yes, I have tried this recently. And literally the person who makes the software I’m trying to use has told me that my use case is not currently possible without some sort of workaround.




  • The thing is, this could change at any time. The problem with enshittification is that it spreads. A company that’s doing great work today could be bought out by corporate profiteers and leeched of its actual value at any point in the future. We’ve had plenty of companies that started out with a vision and a set of strong principles who’ve been reduced to predatory business practices that are bad for everyone. You can’t assume that because a company seems to have integrity now, that integrity will remain.

    Remember Elon Musk 15 years ago? Wasn’t quite the same, was it?

    To me, sitting in a position of getting started in game development, that makes me want to sink my time and effort into an engine that I know can’t be enshittified because it can’t be bought out. I want to know that in a few years I’m not going to completely scrub every asset and mechanic that I make for the engine because somebody’s pulled some Darth Vader shit.





  • millie@lemmy.filmtoGames@lemmy.worldThis should be illegal
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    10 months ago

    Literally every seeder is part of that archive. You can look at individual trackers in the microcosm as individual archives and indices, but it’s the culture of piracy that causes the wide scale collection and preservation of media.

    We’re actually at this kind of interesting cross-generational point of guerilla archival where it’s become easier to find certain obscure pieces of media history. I suspect this is in large part due to things like bounties, where suddenly a forgotten VHS of a 35 year old HBO special that aired once or twice could be a step toward a higher rank and greater access to a wider range of media.

    Modern piracy has a strong incentive toward finding lost material that’s no longer readily available. Zero day content is great, but have you seen the RADAR pilot or both seasons of AfterMASH?

    They belong in a museum. Indie would be proud, even if Harrison wouldn’t. Not that I know his perspective on piracy.





  • millie@lemmy.filmtoTechnology@lemmy.worldUnity apologises.
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    10 months ago

    The real question is whether or not people will continue to use Unity. Apologies mean less than nothing in a case like this regardless of whether or not they’re sincere. This is a company that’s shown their cards. Why give them business when you can go elsewhere?

    Personally, this has made me start looking more into Godot. I’ve got a project I’m going to be working on that I was going to do in Unreal, but this Unity stuff has made me skeptical of tying my creative output to any one company that can’t be easily replaced. Getting that wrapped up with a proprietary platform that comes with licensing that might change just seems like a bad idea now. Maybe Unreal is okay today, but what about down the road? Why start building into a system that there’s no guarantee won’t enshittify a few years down the road?

    I’d like to get my major mechanical stuff squared away and develop a visual style and then tell more stories without reinventing the wheel every time. Once I’ve got my assets built on top of an engine, I’d rather add to it over time than arbitrarily scrap it every few years. Updating and refactoring is all well and good, but I’m not in it to code the same system over and over.

    That makes Godot look pretty appealing, and any closed source corporate offering look pretty shady.


  • Why does the use of AI to modify art require justification?

    We seem to have this general culture of people who don’t make things coming after those who do. Every decision of design, methodology, or artistic preference treated as though the creator has an obligation to please every single person who posts their opinions on the internet.

    The reality is that this simply isn’t true. Art that spends all its energy fretting about whether people will like it ends up being some bland bullshit produced by committee. Art that allows itself to be what it is doesn’t need opinions and suggestions to flourish.

    If the author of that article were remotely interested in their process or what the actual practical implications of using AI on a project are, they could have had something worth reading.

    Instead they went into the interview looking to push a position and badgering without listening rather than making even a passing attempt at something resembling journalism. Because ultimately they don’t care about AI, or art, or games; they care about rage clicks.


  • They can be binding in the sense that they can govern the licensing or potentially ownership of submitted assets. So like, for example, a ToS could have a bunch of clauses that carry no legal obligation for you, but could also include a clause that grants the company licensing to use your likeness or things submitted to the server or interaction with it. The same way any ToS can license the use of your metadata for sale to 3rd parties.

    That doesn’t have any particular legally binding requirements of you, but it can serve as a shield in the event of a lawsuit if, say, Facebook uses your profile photo in some advertising materials.

    It can also be useful if you’re running a small project like an independent game server. Even if there’s literally no money in it, it can be helpful to clarify who owns what in the event of something like a false DMCA. If a developer who once was doing work with you suddenly decides to take their ball and go home, some sort of agreement that outlines your ownership or usage rights surrounding code submitted to your mod can protect you when they turn around and send Steam a DMCA.

    But yeah, nobody’s going to get sued for using a service in a way that the ToS prohibits unless it’s already illegal, like theft.